The first project we had to create a 2D game using game maker and the knowledge we had achieved over the course of our time leading up to this project. There were many different problems that arose that caused a major delay in the works of this project and a lot of them was caused by lack of knowledge, as we were taught the basic of making a game there were multiple elements that we were not taught and had to figure out using means of the internet or our own common sense.
During the start of the project I didn’t really know how to pre product and lacked in a lot of enthusiasm into working as it was a couple of weeks after we started and my work patience wasn’t high which was a major let down for me. I did not complete multiple things during the task and the main one being my schedule, the reason for this is due to not wanting to keep to a schedule as I believe it’s an in efficient way of work as I don’t know how long things and task are going to actually take but if I had to stick to one id make myself more milestones rather than achievements and if I’m hitting my milestone I know I’m doing well. I and my good friend Isiah both discussed to make the same game but we both work on two different aspect of the game I was to make the dungeons and Isiah was to make the over world of the game like a starting village and what not.
Many of my ideas evolve around making and RPG hack n slash where you choose your character and go through dungeons and hack at enemies until you get to a final boss. Another idea was to create a zombie survival game, in which you had to survive waves of zombies as this genre is one I’m most intrigued by. Racing games seem like a fun idea to do also, but making smooth movement would have been rather difficult to actually make. There are multiple other styles of game I was looking into such as story driven games or visual novels with different dialogue options and if all else fails pong was my last resort. I feel like all my games are going to be heavily fantasy based as this genre is always appealing to me but in the future I’d like to look at a zombie type genre. During my experience with gaming I have found that multiple RPG games invest a lot of time developing boss battles giving them battle phases and sequences that when they first come out are never clear on what the best strategy is to defeat it and this I what I wanted to focus on producing.
The game I used as inspiration is a game called Skyrim it tells a tale of Dovahkin. The character is a personalised touch to the game where you can customise the characters abilities and even body structure which is what Id like to of implement but could never actually get around to doing it. The setting is in the region of Tamriel called Skyrim, the landscape mostly plains, hills, and mountains in certain area have beautiful nature life and in other area there snow covered ice waste lands. Skyrim was my first Elder Scroll game and when i jumped right into it on the outside it was beautiful it was gorgeous and it ran well, however there wasnt any clear indication of where to go after the tutorial so for a good 10min of the game i was left running around the land of skyrim wondering where the dragons are at until i realised at the top of the screen there was a navigation bar it was rather small to see and wasnt ever pointed out in the game, i felt rather stupid but also thought it could of been pointed out and to me that is a design floor i wanted to keep in mind, is my game understandable but not so linear. There were multiple glitches in the game an wasnt very fleshed out which didnt really change the atmosphere of the game but more enhanced the enjoyment as a Mammoth falls from the sky and instantly kills you. But form a designer aspect this is a flaw in the game design and mechanics.
We were told about the game braid and taught how it was all made in game maker and were supposed to break down the components and make a sort of diagnosis of how it works and what we would do to replicate it.During production my work rate fizzle highly and I became rather unmotivated due to not enjoying the project that was put fourth. For my dungeon idea I wanted to recreate the Diablo style hack and slash but this created all sorts of problems for my game and because way too much hassle in the future to due to wanting to create skillshot type abilities that fires in a 360 degree axis. I did how ever find a youtube video to create my actual right click to move so i guess the extra knowledge is always nice to have.
Next came some design aspects i was working on cutting out our sprite images to add them into the game the main body part and monster have their own animation when they move this was a fairly easy aspect to do due to all i did was edit pictures that were pre drawn. Problem i came across was when importing them into game maker the file was too big for the actual image which happened due to the amount of pixels that i forgot to down size it. Shrinking these down caused multiple challenges during the process. The main process being how the pixels actually caused the images to be highly distorted and unrecognizable and so i had to go on the outline to create a border to define the image itself. This Made the pictures look more defied and you can tell to some degree what it actually is supposed to be, the ice-cream was a little more complicated due to getting the proportions right which i did a bad job of but it worked in the end.. afterwards i made the eyes pop a little adding red and blue to give it some sort of tone to the actual characters.
The first mini game production me and Isiah designed, I started of by creating a small area for our creativeness to explore. we started off by making our player movement with the basic up/down/left/right. There are 5 black boxes each with their own pieces of code to bring the game alive. 3 of the squares move left and right bouncing of anything it touches and if it hits you it causes you to do damage.This is our first trap it was a basic but effective design for our first dungeon. The only thing made by me prior to this dungeon was the animation of the boss moving as the block moves the sprite flashes different colors and back to skull to simulate movement sprites. Ther were multiple complication in this process like making the enemies bounce off the sides and making the boss also move left and write, some code would cause it to crash and not work while other method simply didnt work.The design of my dungeon was to be completely different to isiahs . in this place I wanted to make a design that is not similar to Isiah and has a unique effect to it such as collecting a key and unlocking a door and some player triggers entering the dungeon room. In my head i also wanted some monsters to target and attack however I couldn't actual code that to work as it would crash or error the game.
After the dungeons were made i need to have a start screen to introduce our game and make it look like it is a game. I did not make the mechanic to press enter how ever i did make the sprite and background image to add into the game, Isiah drew the background and on Photoshop I made an outline of the demon face and placed it on a gray back ground to make it pop we wanted to create a sorta demonic feel towards the actual image in itself and maybe ad some detail but from waht we made it simply wasnt working so instead we thought that simple is more functional. The start button was simple as image file that i got buy snipping an image of a text i liked then added it into the game. I also went and designed a basic layout of the village that were were supposed to implement sprites into the game suchas a church and a shop stand how ever during the process we did not have the time and kept them as blocks of colour while adding a crystal and a man as the teleporters. The village should of had more time put into it admittedly how ever due to cut backs and our time we never got around to actually flushing this game out to how we imaged it. The dungeons are what im most like about this project as it what i can claim to be my own personally design adding the texture and colour to the game while all the texture being custom to me was great and made the game really come to life with out it i doubt it be classed as a game itself, as head of sprite making i belive i didnt do my job perfectly as there were multiple sprites that did not get added and or made such as Frank the big monster in my dungeon.
There were multiple pieces of code that went into the first dungeon. There are 3 universal codes in the game as of now which are the health mechanic of the games. Making it where when the room starts what ever health there was in the previous room also follows you into this room meaning if you were to take damage then your health would be lower during the boss fight making an element of difficulty to it. the next piece of code triggers the boss to spawn launching them into 3 directions as there are three bosses in my boss fight which are moving at a fast speed. The final piece of code is the code on the boss itself, The boss when ever it collides with a wall will bounce off in another direction and when ever the boss takes damage from your fireball it would spawn fire monsters in a circle you have to dodge or else you take damage. there was a bug in the game that infinitely spawned bosses but i kept it in due to not being able to get rid of it and thought it made an element of difficulty to the dungeon itself as its not so much killing the boss but more taking its health down.In the other room there are various different pieces of code that goes into my actual dungeon, The first mechanic you come across during the game is the door mechanic where once you collect a key a door opens allowing you to progress, this is done by connecting a delete instance code into another object meaning when an event happens it deletes that object in the world allowing me to go fourth. Another piece of code is connected to the Fire monsters where if it collides with a wall it bounces back and if it hits a player the player takes damage while also bouncing back. There is a bright yellow block that flashes different colour in my dungeon that also has this mechanic but when you collide with the object it kills you instead of damaging you. A final peice of code is right at the end of the dungeon where when you collide with it it teleport you into the boss room using the change room mechanic.
This really concludes the design process and what actually happened in my development. The most disappointing thing that happened was my lack of work rate and my enthusiasm to work, im going to fix the before the next project and make it so isiah isnt doing the full extend of majority of the hard coding as i cant entirely say i made thsi project purely by myself with my own ability. i will make sure i look into more advance way of making a game and have alot more to talk about in pre production as this was really a big wake up call to me as i reflect back theres alot of regret that comes to mind but ill make sure ill do the best of my ability for next time.
During the start of the project I didn’t really know how to pre product and lacked in a lot of enthusiasm into working as it was a couple of weeks after we started and my work patience wasn’t high which was a major let down for me. I did not complete multiple things during the task and the main one being my schedule, the reason for this is due to not wanting to keep to a schedule as I believe it’s an in efficient way of work as I don’t know how long things and task are going to actually take but if I had to stick to one id make myself more milestones rather than achievements and if I’m hitting my milestone I know I’m doing well. I and my good friend Isiah both discussed to make the same game but we both work on two different aspect of the game I was to make the dungeons and Isiah was to make the over world of the game like a starting village and what not.
Many of my ideas evolve around making and RPG hack n slash where you choose your character and go through dungeons and hack at enemies until you get to a final boss. Another idea was to create a zombie survival game, in which you had to survive waves of zombies as this genre is one I’m most intrigued by. Racing games seem like a fun idea to do also, but making smooth movement would have been rather difficult to actually make. There are multiple other styles of game I was looking into such as story driven games or visual novels with different dialogue options and if all else fails pong was my last resort. I feel like all my games are going to be heavily fantasy based as this genre is always appealing to me but in the future I’d like to look at a zombie type genre. During my experience with gaming I have found that multiple RPG games invest a lot of time developing boss battles giving them battle phases and sequences that when they first come out are never clear on what the best strategy is to defeat it and this I what I wanted to focus on producing.
The game I used as inspiration is a game called Skyrim it tells a tale of Dovahkin. The character is a personalised touch to the game where you can customise the characters abilities and even body structure which is what Id like to of implement but could never actually get around to doing it. The setting is in the region of Tamriel called Skyrim, the landscape mostly plains, hills, and mountains in certain area have beautiful nature life and in other area there snow covered ice waste lands. Skyrim was my first Elder Scroll game and when i jumped right into it on the outside it was beautiful it was gorgeous and it ran well, however there wasnt any clear indication of where to go after the tutorial so for a good 10min of the game i was left running around the land of skyrim wondering where the dragons are at until i realised at the top of the screen there was a navigation bar it was rather small to see and wasnt ever pointed out in the game, i felt rather stupid but also thought it could of been pointed out and to me that is a design floor i wanted to keep in mind, is my game understandable but not so linear. There were multiple glitches in the game an wasnt very fleshed out which didnt really change the atmosphere of the game but more enhanced the enjoyment as a Mammoth falls from the sky and instantly kills you. But form a designer aspect this is a flaw in the game design and mechanics.
We were told about the game braid and taught how it was all made in game maker and were supposed to break down the components and make a sort of diagnosis of how it works and what we would do to replicate it.During production my work rate fizzle highly and I became rather unmotivated due to not enjoying the project that was put fourth. For my dungeon idea I wanted to recreate the Diablo style hack and slash but this created all sorts of problems for my game and because way too much hassle in the future to due to wanting to create skillshot type abilities that fires in a 360 degree axis. I did how ever find a youtube video to create my actual right click to move so i guess the extra knowledge is always nice to have.
Next came some design aspects i was working on cutting out our sprite images to add them into the game the main body part and monster have their own animation when they move this was a fairly easy aspect to do due to all i did was edit pictures that were pre drawn. Problem i came across was when importing them into game maker the file was too big for the actual image which happened due to the amount of pixels that i forgot to down size it. Shrinking these down caused multiple challenges during the process. The main process being how the pixels actually caused the images to be highly distorted and unrecognizable and so i had to go on the outline to create a border to define the image itself. This Made the pictures look more defied and you can tell to some degree what it actually is supposed to be, the ice-cream was a little more complicated due to getting the proportions right which i did a bad job of but it worked in the end.. afterwards i made the eyes pop a little adding red and blue to give it some sort of tone to the actual characters.
The first mini game production me and Isiah designed, I started of by creating a small area for our creativeness to explore. we started off by making our player movement with the basic up/down/left/right. There are 5 black boxes each with their own pieces of code to bring the game alive. 3 of the squares move left and right bouncing of anything it touches and if it hits you it causes you to do damage.This is our first trap it was a basic but effective design for our first dungeon. The only thing made by me prior to this dungeon was the animation of the boss moving as the block moves the sprite flashes different colors and back to skull to simulate movement sprites. Ther were multiple complication in this process like making the enemies bounce off the sides and making the boss also move left and write, some code would cause it to crash and not work while other method simply didnt work.The design of my dungeon was to be completely different to isiahs . in this place I wanted to make a design that is not similar to Isiah and has a unique effect to it such as collecting a key and unlocking a door and some player triggers entering the dungeon room. In my head i also wanted some monsters to target and attack however I couldn't actual code that to work as it would crash or error the game.
After the dungeons were made i need to have a start screen to introduce our game and make it look like it is a game. I did not make the mechanic to press enter how ever i did make the sprite and background image to add into the game, Isiah drew the background and on Photoshop I made an outline of the demon face and placed it on a gray back ground to make it pop we wanted to create a sorta demonic feel towards the actual image in itself and maybe ad some detail but from waht we made it simply wasnt working so instead we thought that simple is more functional. The start button was simple as image file that i got buy snipping an image of a text i liked then added it into the game. I also went and designed a basic layout of the village that were were supposed to implement sprites into the game suchas a church and a shop stand how ever during the process we did not have the time and kept them as blocks of colour while adding a crystal and a man as the teleporters. The village should of had more time put into it admittedly how ever due to cut backs and our time we never got around to actually flushing this game out to how we imaged it. The dungeons are what im most like about this project as it what i can claim to be my own personally design adding the texture and colour to the game while all the texture being custom to me was great and made the game really come to life with out it i doubt it be classed as a game itself, as head of sprite making i belive i didnt do my job perfectly as there were multiple sprites that did not get added and or made such as Frank the big monster in my dungeon.
There were multiple pieces of code that went into the first dungeon. There are 3 universal codes in the game as of now which are the health mechanic of the games. Making it where when the room starts what ever health there was in the previous room also follows you into this room meaning if you were to take damage then your health would be lower during the boss fight making an element of difficulty to it. the next piece of code triggers the boss to spawn launching them into 3 directions as there are three bosses in my boss fight which are moving at a fast speed. The final piece of code is the code on the boss itself, The boss when ever it collides with a wall will bounce off in another direction and when ever the boss takes damage from your fireball it would spawn fire monsters in a circle you have to dodge or else you take damage. there was a bug in the game that infinitely spawned bosses but i kept it in due to not being able to get rid of it and thought it made an element of difficulty to the dungeon itself as its not so much killing the boss but more taking its health down.In the other room there are various different pieces of code that goes into my actual dungeon, The first mechanic you come across during the game is the door mechanic where once you collect a key a door opens allowing you to progress, this is done by connecting a delete instance code into another object meaning when an event happens it deletes that object in the world allowing me to go fourth. Another piece of code is connected to the Fire monsters where if it collides with a wall it bounces back and if it hits a player the player takes damage while also bouncing back. There is a bright yellow block that flashes different colour in my dungeon that also has this mechanic but when you collide with the object it kills you instead of damaging you. A final peice of code is right at the end of the dungeon where when you collide with it it teleport you into the boss room using the change room mechanic.
This really concludes the design process and what actually happened in my development. The most disappointing thing that happened was my lack of work rate and my enthusiasm to work, im going to fix the before the next project and make it so isiah isnt doing the full extend of majority of the hard coding as i cant entirely say i made thsi project purely by myself with my own ability. i will make sure i look into more advance way of making a game and have alot more to talk about in pre production as this was really a big wake up call to me as i reflect back theres alot of regret that comes to mind but ill make sure ill do the best of my ability for next time.